The following changes have been made to factions in preparation, and as part, of the new events:
* Removed the limit on number of total players in a factions
* Removed the auto-balancer on factions. Larger guilds can now join faction of choice without being redirected to another faction
* Players can now join the same faction with as many characters as they want, on a given shard
* Non-factioners can do beneficial actions such as healing to factioners in Trammel rulesets
* Faction vendors no longer block faction guards or players
* Faction abbreviations show in the player's onscreen name in Felucca
* Enemy faction members/guild members con Orange correctly, instead of letting Red status override it
* Factions commanders can remove their own faction's traps without skill, without a kit
* Faction trap deeds won't get stuck anymore on non-factioners
* Added the new equippables
* Added the new consumables
* Siege/Mugen players will no longer be susceptible to losing points for autodefending against griefers
* Faction vendors/guards from losing faction will disappear from conquered towns
* Fixed blocking problems outside the Minax, SL, and TB bases
* Sigil corruption is at 4 hours, purification at 6
* Faction quit at 3 days
* Faction thieves now receive killpoints and silver for successfully stealing a sigil that leads to a town capture
* Implemented more ways of obtaining silver, including hunting invading monsters and bonuses for fighting faction enemies in warzones
Hmm. A few bug fixes, add in the arties, change a few numbers.
Nope. Still hate UO PvP and have ZERO interest in factions.
You know, pretty much like the MAJORITY of the playerbase.
I did FINALLY find some invasion creatures yesterday, and had fun killing them, but there's just one small problem.
The supposed fix you put in to have them drop silver isn't working.
Yep.
Just like some other things that have been pointed out. Maybe the sucker draw into factions that you guys tried isn't working either.
I'd be willing to bet on that. At least for Pacific.
I have to agree with Connor on this one. While these changes have been made to factions they don't directly address the major flaws in the Faction System, outside con hues. The Major Flaw in Factions is that the system is built around and adds additional restrictions and penalties to an already flawed system...you know PvP in general. While Conner plays on a shard that seems to be at one extreme with TB and CoM in control I play on the opposite end of the spectrum and the shard I play most it's Minax in control of things, while this may be good for the event in some opinions from a larger stand point this isn't really a great thing. What about after the event? how are the factions going to effect Felucca?...what a handful will have access to the best equipment in the game and use it to dominate the PvP scene, simply through force of numbers in a system where Ganking has become the norm, and items help compensate for actual skill? Where's the balancing factor in this? These are all real questions that I've yet to see addressed.
Lets go over the List Draconi put up and let me ask my questions on what real purpose they serve shall we?
* Removed the limit on number of total players in a factions
Umm ok so one faction can have a bajillion members and another just 1? Yea for balancing a system!!
* Removed the auto-balancer on factions. Larger guilds can now join faction of choice without being redirected to another faction
See the above!!
* Players can now join the same faction with as many characters as they want, on a given shard
This is fine, except it still doesn't address the possibility of a heavily overbalanced membership in a specific faction.
* Non-factioners can do beneficial actions such as healing to factioners in Trammel rulesets
This is actually a really good thing and I'll give props for it
* Faction vendors no longer block faction guards or players
This is good too fixes one of the flaws of the TB base for example.
* Faction abbreviations show in the player's onscreen name in Felucca
Yea help factions ally with each other....IT'S A WAR DUH!
* Enemy faction members/guild members con Orange correctly, instead of letting Red status override it
This is fine and a good fix
* Factions commanders can remove their own faction's traps without skill, without a kit
Reduce the usefulness of yet another skill DOH!
* Faction trap deeds won't get stuck anymore on non-factioners
Good Bug fix shouldn't have happened in the first place
* Added the new equippables
* Added the new consumables
These I grouped because unless there is a plan to separate PvP and Faction PvP then they were absolutely stupid to put in to begin with. Giving Faction members overpowered gear to augment the PvP communities already overpowered gear which leads to further balancing issues down the road was not a good call.
* Siege/Mugen players will no longer be susceptible to losing points for autodefending against griefers
Good Idea really no complaints.
* Faction vendors/guards from losing faction will disappear from conquered towns
* Fixed blocking problems outside the Minax, SL, and TB bases
* Sigil corruption is at 4 hours, purification at 6
Good on the whole no complaints.
Good since I'm sure this will get mucho use after the event.
* Faction thieves now receive killpoints and silver for successfully stealing a sigil that leads to a town capture
That's a ok addition just tell me when is my NON-FACTION thief gonna get some Love?
* Implemented more ways of obtaining silver, including hunting invading monsters and bonuses for fighting faction enemies in warzones
The New Items are too cheap to start with based on their comparative power take the Mace and Shields....12 mil gold from the Library but a superior version for what 5k silver? Or the Folded Steel Glasses for 4k Silver.....come on......